Hello. I'd like to mod the font in PS2 version of Rayman 3. What I've tried so far:
* There's a file named RASTFNT.TXR in the DATABIN\VIG, but modifying it doesn't change the in-game font.
* I looked at and modified the source code of raymap a little bit. Here's my modified version of Assets/Scripts/OpenSpace/Loaders/R3Loader.cs: https://pastebin.com/60xVACHF . There's a bit of code that reads font description and the supposed address of its bitmap inside the file DATABIN\FIX.LVL. The description that it reads is correct as far as I can tell, but the bitmap pointer seems to be wrong. I modified the script to dump some data from that location to a separate file and it contains some file paths at the beginning, which a bitmap shouldn't contain.
* One of those paths caught my eye though. It says "texts\typoray3.tga". But there is no file named like that inside the TEXTS folder and the only real .tga files in the game seem to be DATABIN\VIG\SELECTUS.TGA and DATABIN\VIG\SELECTUK.TGA. I got nothing else when I searched for the string "TRUEVISION-XFILE" (which all TGA files are supposed to contain at the end) in all of the game's binary files. Searching for "typoray3" inside raymap's Script files also returned no results.
Font bitmap location in the PS2 version of Rayman 3
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Re: Font bitmap location in the PS2 version of Rayman 3
Hi! The *.TGA names are the original texture names before conversion. Neither the names nor the TGA format is used in R3 PS2. Instead, every texture is stored in *.TBF files, in a PS2-specific swizzled format that is quite difficult to convert to/from. You can find the code used in raymap here: https://github.com/byvar/raymap/blob/ma ... ure/TBF.cs
In Rayman 3 specifically, textures are stored in the *.TBF file in the same order as the pointers in the *.LVL file.
As you can see it will be pretty complicated to modify this... good luck!
In Rayman 3 specifically, textures are stored in the *.TBF file in the same order as the pointers in the *.LVL file.
As you can see it will be pretty complicated to modify this... good luck!
Re: Font bitmap location in the PS2 version of Rayman 3
Thanks a lot, I managed to successfully edit the built-in font. It turns out that swizzling the PS2 textures back is really easy because raymap also has inverse function counterparts to the ones that "unswizzle". Sorry for the late reply, this is actually part of a bigger project and I moved on to a different part of it after I posted this topic, I only got back to font editing a few days ago.
Re: Font bitmap location in the PS2 version of Rayman 3
Wow, nice work! I'm glad you were able to use those functions successfully. I thought they might have issues, but I guess not!alexander wrote: Fri Jan 19, 2024 9:12 pm Thanks a lot, I managed to successfully edit the built-in font. It turns out that swizzling the PS2 textures back is really easy because raymap also has inverse function counterparts to the ones that "unswizzle". Sorry for the late reply, this is actually part of a bigger project and I moved on to a different part of it after I posted this topic, I only got back to font editing a few days ago.

